I believe I was told the reason for this a while back,
but the rotate command uses incorrect axes;
Simplest example being a rotation along the x-axis requires the parameter "z" to be used.
This is a bit confusing, and although I realize that this small nitpick is not of the utmost importance,
perhaps we could have it corrected in the future?
It's just one more thing we are going to eventually have to teach our guests...
I apologize if this is either a large inconvenience or an impossibility due to the way the command is coded.
[REJECTED] Changing around the coordinate system again
Re: < small > suggestion
The y-being-up shit was just how Notch did it so I believe it was just for consistency with the source or something.
<TKB> Hit_Girl: zombies don't hurt
<TKB> Hit_Girl: weird.
<TKB> Hit_Girl was slain by Zombie
<TKB> Hit_Girl: weird.
<TKB> Hit_Girl was slain by Zombie
Re: < small > suggestion
Well Notchy isn't supporting Classic anymore, fragmer is ;)Ollieboy wrote:The y-being-up shit was just how Notch did it so I believe it was just for consistency with the source or something.
so is there really any need for "consistency"?
I'm just putting it out there... it makes the command that much harder to use
for new builders/vets.
>l>
Re: < small > suggestion
Classic is still running on notch's protocol and client.
The first law of thermodynamics states that you don't discuss thermodynamics.
Re: < small > suggestion
You're telling me Notch updates Classic? o_oHafnium wrote:Classic is still running on notch's protocol and client.
>l>
Re: < small > suggestion
No, but it isn't like Fragmer made the GAME of Minecraft, merely awesome server software which still needs to adhere to Notch's backwards understanding of geometry.capi wrote:You're telling me Notch updates Classic? o_oHafnium wrote:Classic is still running on notch's protocol and client.
<TKB> Hit_Girl: zombies don't hurt
<TKB> Hit_Girl: weird.
<TKB> Hit_Girl was slain by Zombie
<TKB> Hit_Girl: weird.
<TKB> Hit_Girl was slain by Zombie
Re: Changing around the coordinate system again
I had an interesting idea somewhat related to this the other day. What if you could just look in the direction, and then type /rotate <degrees>, and it'd use the direction you were looking in? The same for /flip would be nice, as it would be the least confusing possible way to do things. Just face the axis you want to turn in.
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Re: Changing around the coordinate system again
Fehzor wrote:I had an interesting idea somewhat related to this the other day. What if you could just look in the direction, and then type /rotate <degrees>, and it'd use the direction you were looking in? The same for /flip would be nice, as it would be the least confusing possible way to do things. Just face the axis you want to turn in.
Ferrisbuler2: i will stay but i might not post cus of ollieboy
Re: Changing around the coordinate system again
Yeah Craftbook and Commandbook in SMP work like that, you could give their source a look.
<TKB> Hit_Girl: zombies don't hurt
<TKB> Hit_Girl: weird.
<TKB> Hit_Girl was slain by Zombie
<TKB> Hit_Girl: weird.
<TKB> Hit_Girl was slain by Zombie
Re: Changing around the coordinate system again
I've gone through all of fCraft source to check coordinates for consistency. Everything now uses "x/y/z" and "width/length/height" naming conventions. "x/y" is still the horizontal plane, and "z" is the vertical axis. I will not make any further changes to the coordinate conventions in fCraft.